[DONE] Grimrock Model Tookit

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Komag
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Re: [WIP] Grimrock Model Tookit

Post by Komag » Mon Sep 24, 2012 12:20 pm

size scaling could still look okay if it is done only slightly, such as 30% smaller or 20% larger. There might be a little bit of sliding/skating appearance, but depending on the monster and the walk animation, this might not be too noticeable.
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Komag
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Re: [WIP] Grimrock Model Tookit

Post by Komag » Mon Sep 24, 2012 12:55 pm

I can't get my new snail to work, but I'm sure I've just done something wrong

After putting the new files where I think they go, when I try to load my dungeon I get
[string "Monster.lua"]:0: could not find asset processor for file: snail_ben
any clues? or do you need more details of what I've done?
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Komag
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Re: [WIP] Grimrock Model Tookit

Post by Komag » Mon Sep 24, 2012 2:04 pm

okay, before I had the line:
model = "snail_ben",
so I fixed it to:
model = "snail_ben.fbx",
now I get the error
[string "Monster.lua"]:0: file not found: snail_ben.model
I've tried putting my snail_ben.model file in the mod_assets/models folder and also tried in the mod_assets/models/monsters folder which I created, neither one helps
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antti
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Re: [WIP] Grimrock Model Tookit

Post by antti » Mon Sep 24, 2012 2:06 pm

You need to include the folders too, like so:
model = "mod_assets/models/snail_ben.fbx"
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Komag
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Re: [WIP] Grimrock Model Tookit

Post by Komag » Mon Sep 24, 2012 2:09 pm

thanks, that fixed it (and of course it makes sense, duh!)
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JohnWordsworth
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Re: [WIP] Grimrock Model Tookit

Post by JohnWordsworth » Mon Sep 24, 2012 2:31 pm

I managed to sneak a little bit more time in on the Model Toolkit this morning, release will come later in the evening - but a sneak preview (click to enlarge)...

Image Image

1. Added the ability to edit a nodes LocalToParent transformation matrix. This allows for scaling of models, but is a really geeky/techy way to do it and is very prone to errors as it requires an understanding of matrix mathematics. It's mostly for me - it did allow me to add the OBJ models I was having problems with yesterday.

2. You can now add 'Background Models' for reference. They appear as red as they are not actually part of the model you have loaded. This allows you to ensure that the model you are creating is the right size.

3. I managed to get a 'Table OBJ' and a 'Kunai OBJ' downloaded from TurboSquid into the game :). There are some problems with the normal vectors at the moment however, as the lighting is funny.

Notes

Unfortunately, I don't think the game reads the LocalToParent transform matrix from monster meshes - I tried to create a giant monster snail, but when loaded back into the game, it was the same size. However, this did work for the items I imported above. Scaling monsters might require scaling of the vertex data instead of simply modifying this matrix.
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Komag
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Re: [WIP] Grimrock Model Tookit

Post by Komag » Mon Sep 24, 2012 2:40 pm

this is promising stuff!

I managed to get my custom snail texture "working", but it's only grey looking. I guess I need to learn more about proper saving of the dds file (using gimp 2.8.2, with a dds plugin I found)
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Montis
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Re: [WIP] Grimrock Model Tookit

Post by Montis » Mon Sep 24, 2012 2:47 pm

Very cool! I'm looking forward to all the things that I can add to my dungeons, made by other users (since I suck at 3d :D).
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LordGarth
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Re: [WIP] Grimrock Model Tookit

Post by LordGarth » Mon Sep 24, 2012 6:55 pm

Double Extra Awesome.

It works for retexturing monsters. Now I will try new wallsets with this.

Thx,

Awesome.

LG
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LordGarth
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Re: [WIP] Grimrock Model Tookit

Post by LordGarth » Mon Sep 24, 2012 7:17 pm

It works for wallsets too.

Thx this is a great breakthru.

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